<html lang="en">
	<head>
		<title>three.js webgpu - custom lighting model</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<link type="text/css" rel="stylesheet" href="example.css">
	</head>
	<body>

		<div id="info">
			<a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>

			<div class="title-wrapper">
				<a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Custom Lighting Model</span>
			</div>

			<small>
				Custom lighting model with selective lights.
			</small>
		</div>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.webgpu.js",
					"three/webgpu": "../build/three.webgpu.js",
					"three/tsl": "../build/three.tsl.js",
					"three/addons/": "./jsm/"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three/webgpu';
			import { color, lights } from 'three/tsl';

			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

			class CustomLightingModel extends THREE.LightingModel {

				direct( { lightColor, reflectedLight }/*, builder */ ) {

					reflectedLight.directDiffuse.addAssign( lightColor );

				}

			}

			let camera, scene, renderer;

			let light1, light2, light3;

			init();

			function init() {

				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
				camera.position.z = 1.5;

				scene = new THREE.Scene();

				// lights

				const sphereGeometry = new THREE.SphereGeometry( 0.02, 16, 8 );

				const addLight = ( hexColor ) => {

					const material = new THREE.NodeMaterial();
					material.colorNode = color( hexColor );
					material.lightsNode = lights(); // ignore scene lights

					const mesh = new THREE.Mesh( sphereGeometry, material );

					const light = new THREE.PointLight( hexColor, 0.1, 1 );
					light.add( mesh );

					scene.add( light );

					return light;

				};

				light1 = addLight( 0xffaa00 );
				light2 = addLight( 0x0040ff );
				light3 = addLight( 0x80ff80 );

				//light nodes ( selective lights )

				const allLightsNode = lights( [ light1, light2, light3 ] );

				// points

				const points = [];

				for ( let i = 0; i < 500000; i ++ ) {

					const point = new THREE.Vector3().random().subScalar( 0.5 ).multiplyScalar( 3 );
					points.push( point );

				}

				const geometryPoints = new THREE.BufferGeometry().setFromPoints( points );
				const materialPoints = new THREE.PointsNodeMaterial();

				// custom lighting model

				const lightingModel = new CustomLightingModel();
				const lightingModelContext = allLightsNode.context( { lightingModel } );

				materialPoints.lightsNode = lightingModelContext;

				//

				const pointCloud = new THREE.Points( geometryPoints, materialPoints );
				scene.add( pointCloud );

				//

				renderer = new THREE.WebGPURenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.setAnimationLoop( animate );
				document.body.appendChild( renderer.domElement );

				// controls

				const controls = new OrbitControls( camera, renderer.domElement );
				controls.minDistance = 0;
				controls.maxDistance = 4;

				// events

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function animate() {

				const time = Date.now() * 0.001;
				const scale = .5;

				light1.position.x = Math.sin( time * 0.7 ) * scale;
				light1.position.y = Math.cos( time * 0.5 ) * scale;
				light1.position.z = Math.cos( time * 0.3 ) * scale;

				light2.position.x = Math.cos( time * 0.3 ) * scale;
				light2.position.y = Math.sin( time * 0.5 ) * scale;
				light2.position.z = Math.sin( time * 0.7 ) * scale;

				light3.position.x = Math.sin( time * 0.7 ) * scale;
				light3.position.y = Math.cos( time * 0.3 ) * scale;
				light3.position.z = Math.sin( time * 0.5 ) * scale;

				scene.rotation.y = time * 0.1;

				renderer.render( scene, camera );

			}

		</script>
	</body>
</html>
